Would be nice to have the crafting system also craft an item based on your max floor (Just like hero levels are also based on max floor "this run"), in case you are unfortunate and die and drop 3 floors or something like that; wouldn't want to craft a way too low ilvl item.
Would be nice to compare ring to compare to both rings, same for the swords.
I'm still having difficulty understanding the "increases during char+ calculations[%]", but maybe that's just me.
For bosses, do you get a 0.5% chance to get (1 modifier) * (amount of enemies in that wave)?
Or is it 0.5% chance * (amount of enemies that wave)? Or is it neither? I can't tell yet. I hope either of these two is correct and the dev didn't forget. Otherwise bosses would always be inferior to normal enemies.
To those having a save issue, don't forget that there's also an export/import feature. It's not a true fix for your issue, but at least you can enjoy the game fully with this workaround.
https://i.imgur.com/WNQQ0LR.png
I'm doing "E" amounts of damage while this boss' HP after a death or two is at "A" HP. Shouldn't I be overkilling it per shot (The minigun does the most damage at this level because that's just where I invested most in) by like 1000x? Is it a display bug? I'm not outrageously overpowered in terms of souls the most I invested in a skill is 7 million souls or so...
Perhaps the -monster HP soul skill thing is bugged?
Bosses don't have multikill because each time you kill boss, he gets stronger. So 1000x bosses will be like boss_hp*(1.3^1000), while for regular enemies its enemy_hp*1000
Swarm Simulator: Episode V - Humanity strikes back (2018)
God, I love sequel games
This is where the fun continues
Not just the cells, but the embryos and babies too.
1.0.6: You can't dodge enemy crits which may be intentional, but stealth still gets a stack removed on taking a crit; I'm not sure if the latter is intentional.
It is always better to use "Antimatter Galaxies" over "Dimension Boost" but you should use NEITHER if you're about to reach 100% on the bottom bar. The bottom bar will trigger an Infinite Antimatter event which will give you extra bonusses but _everything_ (Except achievements) gets reset, including the tickspeed bonus from Antimatter Galaxies. Hope this helps!
To answer a couple of the recent questions: "Dimension Boost" doubles the bonus you get from existing dimensions (So if you haven't unlocked the 7th yet, that one won't get doubled, for example) - "Antimatter Galaxies" resets your entire progress; both your boosts from "Dimension Boost" and you currently bought dimensions will get reset. In turn, your tickspeed boost will be increased by 2%. So 10% per boost will turn into 12% boost and then 14% and so on. - "Dimensional Sacrifice" will remove all your current Dimensions but NOT your dimension boosts NOR your current amount of antimatter. In turn, your 8th Dimension boost will be increased by the "X" amount displayed in the tooltip. So if you had "Eighth Dimension x1.0e3", pressing the "Dimensional Sacrifice" button will remove your currently existing dimensions and set your "Eighth Dimension" to x2.0e3.
Fill Rate level 207 creates an integer overflow (Neg value) 208 brings it back to positive but likely that further levels will once again cause a negative value. Perhaps there's neg values earlier as well.
@Blakie20
I reported a similar issue (That's already fixed and being deployed for the next patch (0.8)) but that was related to local save (So after import and reloading, it bugged). Yours seems similar but still slightly different. I strongly suggest you PM XMMMX99 about this problem and how to reproduce it (submit the export code with it to him in the PM)
I just played Give Up 1 and completed it without too much hassle (died 200 times or so?), however, Give Up 2 seems to be so much slower (Both enemy projectiles and player character) that it seems like it's almost in slow motion (Compared to Give Up 1). The timer was just fine and my CPU is on like 2-3%, so it's not like there's any FPS issues (Even tried setting from high to low to see if there's any difference, just in case).
Give Up 2 is really not for me while I thoroughly enjoyed Give Up 1. A shame.
The massive amount of time and love spent into updating the GUI and adding the quality of life features alone is worth a solid star extra to the rating. Sadly, I already gave it 5 stars.
There seems to be a problem:
Connecting a heat exchanger right next to a heat vent (Without any other buildings adjacent to either the exchanger or vent) won't have the exchanger put heat into the heat vent. For example: Reactor has 10 heat. Put down Heat Exchanger: 5 heat in reactor and 5 in Exchanger; Put down a Vent next to the Exchanger: Exchanger doesn't put heat into the vent.
It does work if you have a heat generator + exchanger + vent, but not with the situation above.
I'm struggling with heat issues using even T5 buildings at 4x quad seaborgium without having heat exchangers and vents drawing away heat from the reactor (and only reactor). I don't seem to have enough "faces" to draw away heat from fuel for the higher fuels (Barely even at 4x quad seaborgium). Exchanger can't draw more than 231K per tick, and having a quad use 100 million at nefastium makes me wonder how to cool something even remotely close to that.
Part 2:
Like later tiers are harder to cool down with the equipment but have upgrades that you can only get with resetting the game, gaining points depending on how much power you have gained the last game. These points could then be used to make higher tiers easier to cool down (or make more efficient?). Perhaps even have them be less efficient than lower tiers instead of more efficient, with the only upside being taking less room per power?
Towards the end-game, room becomes more of an issue than power is, having prestige to require less of everything (Or everything being slightly more efficient) reduces the demand for more room.
Overall people like the idea of resetting to get more bang for buck in later stages of the game, although there's also people against this idea if it becomes mandatory (To reach end-tier) and the prestige rewards don't offset the time invested to reset. Hard to find a balance I suppose with Prestige.
Anyway, great game, 5/5, very creative!
For bosses it's the same as normal enemies (0.5% / kill), I might buff that.